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Dickplomacy Reloaded for Mount and Blade Warband


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Posted

@LilyModzStuff

Would you please consider adding the cheat menu and all the items from Floris Expanded? it's not broken from what I've seen. Would you also consider adding cheats that give you infinite money, infinite morale, and automatically upgrade all towns and cities and places with all upgrades that you usually need to build and wait for? swconquest has code for that already, just saying. you know, we could add everything silly mode related into the cheats menu, would be a great way of warning the player like "hey this is a cheat, sillyness may occur"

Posted

@LilyModzStuff

Whoa, I didn't notice this.

 

Mount & Blade: Warband
PATCH NOTES (1.174):

 

Is it a good idea to update or will this completely break dickplomacy?

https://www.taleworlds.com/en/Games/Warband/News/250

Posted
2 hours ago, hoovmoov said:

@LilyModzStuff

Whoa, I didn't notice this.

 

Mount & Blade: Warband
PATCH NOTES (1.174):

 

Is it a good idea to update or will this completely break dickplomacy?

https://www.taleworlds.com/en/Games/Warband/News/250

The update has no changes to the module system, the modifications made by TaleWorlds were to the exe, even though Dickplomacy isn't based on the 1171 Module System, it is 1171 compatible which is the latest module system provided by TaleWorlds.

Posted
13 hours ago, Sandstalker said:

Hi, any way to modify the morale values gain from leadership stats? I want to have fun running around with a huge army but my low morale keeps causing deserters.

This was for old M&B but you could give it a shot. If it doesn't work, try downloading TweakMB and see if it has an option for that.

Posted
3 hours ago, SexDwarf2250 said:

This was for old M&B but you could give it a shot. If it doesn't work, try downloading TweakMB and see if it has an option for that.

I tried, it works until i take over a city. Then it reverts to the old value.

Posted
17 hours ago, hoovmoov said:

1. Get cheat engine http s://www.cheatengine. org/

2. learn how to use cheat engine on http s://invidio. us/ (non-pain in the butt version of youtube)

3. give yourself loads E money dish dash dosh! (probably) https://invidio.us/watch?v=Pcy45MlI-lA

4. once every 1 or 2 days go to any town that's gota tavern and position your character facing the bar person so that when you buy a bear for your whole crew and click again and press F the menu comes up with buy a bear for your crew in the same spot as your mouse is already in, click again, click again, press F

5. get really frustrated when the bear disappears and you accidentally play blackjack

7. you got infinite morale babe

Wat.

Why would you want/need to use a cheat engine when you can just press Ctrl-X in the inventory screen to add 1000 denars? (Provided cheats have been enabled in the launcher.)

You could also just export your character, open the text file and change your money to however much you want it to be, then import. You don't even have to close the game to do this.

More nifty cheats: http://mountandblade.wikia.com/wiki/Cheats

Posted
15 hours ago, LilyModzStuff said:

The update has no changes to the module system, the modifications made by TaleWorlds were to the exe, even though Dickplomacy isn't based on the 1171 Module System, it is 1171 compatible which is the latest module system provided by TaleWorlds.

I don't understand sorry. Should I update my mount and blade warband game to the latest version? is that okay? or will it break dickplomacy?

Posted
1 hour ago, Pantheress said:

Wat.

Why would you want/need to use a cheat engine when you can just press Ctrl-X in the inventory screen to add 1000 denars? (Provided cheats have been enabled in the launcher.)

You could also just export your character, open the text file and change your money to however much you want it to be, then import. You don't even have to close the game to do this.

More nifty cheats: http://mountandblade.wikia.com/wiki/Cheats

Wow thank you.

Posted

I was not aware of this and I'll be damned but I've enjoyed the hell out of it. Sex aside, it's actually a very well thought out and padded out mod that caught me outta left field.

 

The only wish list kinda' feature for me would be the Born to Serve freelancer equivalent out of one of Silverstag's branches or something similar that basically lets you act as a semi-autonomous mercenary directly under a lord. If you haven't tried it out, I'd seriously say give it a whirl. Completely different playstyle as a trusted companion and sergeant figure vs a random grunt.

 

Or you could tie into the existing triggers and systems. Maybe a reward of land at the nearest city for saving their ass from prison if they get captured while you're in their service and manage to break them out. Bonuses for the different post battle dialogues that gain relation, namely sieges and major lord vs lord battles, so on. Gear, money, land, all make sense. Always struck me with the Gekokujo freelancer dialogue after coming back to a lord that lost a battle that there wasn't much gratitude in normal Freelancer whereas in Geko they go on about you finding them and returning to service even though they've been an inferior commander. Little personal touches that change things up and make the experience overall more rewarding.

The only thing even better would be having a variant of the manor system from AD1257, but I think that's reaching way too far. Another neat thing to check out if you haven't. Basically allows you to build a small manor town attached to any village or city, and village ones can eventually be used to spawn a unique castle. It's a pretty sick system, but a goddamn nightmare codewise I'd imagine.

 

Also Blood and Steel is always good inspiration for an engaging warband experience, models aside. This is more just a suggestion for some fun on your end if you haven't tried it.

 

Fair disclaimer, I'm rambling and on zero sleep before going into work. Feel free to disregard everything stated, barring the compliment on the mod ofc.

Posted
3 hours ago, Huskarl27 said:

I was not aware of this and I'll be damned but I've enjoyed the hell out of it. Sex aside, it's actually a very well thought out and padded out mod that caught me outta left field.

 

The only wish list kinda' feature for me would be the Born to Serve freelancer equivalent out of one of Silverstag's branches or something similar that basically lets you act as a semi-autonomous mercenary directly under a lord. If you haven't tried it out, I'd seriously say give it a whirl. Completely different playstyle as a trusted companion and sergeant figure vs a random grunt.

 

Or you could tie into the existing triggers and systems. Maybe a reward of land at the nearest city for saving their ass from prison if they get captured while you're in their service and manage to break them out. Bonuses for the different post battle dialogues that gain relation, namely sieges and major lord vs lord battles, so on. Gear, money, land, all make sense. Always struck me with the Gekokujo freelancer dialogue after coming back to a lord that lost a battle that there wasn't much gratitude in normal Freelancer whereas in Geko they go on about you finding them and returning to service even though they've been an inferior commander. Little personal touches that change things up and make the experience overall more rewarding.

The only thing even better would be having a variant of the manor system from AD1257, but I think that's reaching way too far. Another neat thing to check out if you haven't. Basically allows you to build a small manor town attached to any village or city, and village ones can eventually be used to spawn a unique castle. It's a pretty sick system, but a goddamn nightmare codewise I'd imagine.

 

Also Blood and Steel is always good inspiration for an engaging warband experience, models aside. This is more just a suggestion for some fun on your end if you haven't tried it.

 

Fair disclaimer, I'm rambling and on zero sleep before going into work. Feel free to disregard everything stated, barring the compliment on the mod ofc.

When updating freelancer from the generic mod_merger version, the Floris version was chosen because of compatibility issues with the Silverstag version. 

Posted

Wonderful Mod and it has added quite a bit to M+B.  Love most everything about it. 

 

However, I noticed one issue, namely that I allowed my first follower (Devshai) to update her armor from the loot pile, and she ended up naked.   OK, so not too big of an issue, I now handle updating their armor on my own (which is how I did it before).   Mathelda was my next follower, but I do not have any option to customize her equipment, just for Dev.  Does that have to do with the order in which they appear in my Party list?

 

Finally, have you come across a set of variables for generating the map, using external variables.  Basically, I am working (along with a GTA V mod, both of which fall behind the spouse's remodeling efforts i.e. she says "Hey we can remodel the bathroom", I hear "Hey you get to use your week of vacation rebuilding the bathroom, kitchen, front door, laundry room, etc.  from floor joist and wall studs") on a mod that will allow a person playing Crusader's King 2 to conduct the battles in M+B.   As there are modifications in CK2 on where the battle takes place (river, mountains, forest, etc), I plan on using those variables as "settings" for the environment in M+B.  The number of combatants will have to be scaled (i.e. I think there is a hard limit on the size of opposing forces in M+B, like no more than a 1000 per side).   

 

Anyway, you seem to have dug into the M+B coding further than anyone else in LL, so that is why I asked you.    Also, I wonder if this could be worth its own category within LL.

Posted
7 minutes ago, steelpanther24 said:

Wonderful Mod and it has added quite a bit to M+B.  Love most everything about it. 

 

However, I noticed one issue, namely that I allowed my first follower (Devshai) to update her armor from the loot pile, and she ended up naked.   OK, so not too big of an issue, I now handle updating their armor on my own (which is how I did it before).   Mathelda was my next follower, but I do not have any option to customize her equipment, just for Dev.  Does that have to do with the order in which they appear in my Party list?

 

Finally, have you come across a set of variables for generating the map, using external variables.  Basically, I am working (along with a GTA V mod, both of which fall behind the spouse's remodeling efforts i.e. she says "Hey we can remodel the bathroom", I hear "Hey you get to use your week of vacation rebuilding the bathroom, kitchen, front door, laundry room, etc.  from floor joist and wall studs") on a mod that will allow a person playing Crusader's King 2 to conduct the battles in M+B.   As there are modifications in CK2 on where the battle takes place (river, mountains, forest, etc), I plan on using those variables as "settings" for the environment in M+B.  The number of combatants will have to be scaled (i.e. I think there is a hard limit on the size of opposing forces in M+B, like no more than a 1000 per side).   

 

Anyway, you seem to have dug into the M+B coding further than anyone else in LL, so that is why I asked you.    Also, I wonder if this could be worth its own category within LL.

I am not sure what you are asking but I am going to try and answer it to the best of my ability: 

 

I don't know how variables are handled in CK2 but you could try making an extension like WSE that is another exe that adds a module system operation that allows piping CK2 variables to a Mount and Blade global or local variable. Here is how the settings of battles work in Warband:

          (else_try),
            (eq, ":enemy_ship_type", 4),
            (assign, "$g_player_attacker", 0), #
            (assign,  ":scene_to_use", "scn_sea_boarding_c_d"),
          (try_end),
        (else_try),
          (eq,  ":ship_type", 4),
          (assign, "$g_player_attacker", 0),
          (try_begin),
            (eq, ":enemy_ship_type", 1),
            (assign,  ":scene_to_use", "scn_sea_boarding_a_d"),
          (else_try),
            (eq, ":enemy_ship_type", 2),
            (assign,  ":scene_to_use", "scn_sea_boarding_b_d"),
          (else_try),
            (eq, ":enemy_ship_type", 3),
            (assign, "$g_player_attacker", 1), #
            (assign,  ":scene_to_use", "scn_sea_boarding_c_d"),
          (else_try),
            (eq, ":enemy_ship_type", 4),
            (assign, "$g_player_attacker", 1),
            (assign,  ":scene_to_use", "scn_sea_boarding_d_d"),
          (try_end),
        (try_end),

        (try_begin),
          (eq, "$g_joined_battle_to_help", 1),
          (set_jump_mission,"mt_ship_battle"),
        (else_try),
          (eq, "$g_player_attacker", 1),
          (set_jump_mission,"mt_ship_battle"),
        (else_try),
          (set_jump_mission,"mt_ship_battle_reversed"),
        (try_end),

       (try_for_range, ":entry_no", 0, 5),
         (mission_tpl_entry_set_override_flags, "mt_ship_battle", ":entry_no", af_override_horse),
         (mission_tpl_entry_set_override_flags, "mt_ship_battle_reversed", ":entry_no", af_override_horse),
       (try_end),
      (else_try),
        (eq, ":terrain_type", rt_bridge),
        (assign, ":scene_to_use", "scn_random_scene_plain"),
      (try_end),
      (jump_to_scene,":scene_to_use"),
  ]),

 scn_sea_bording_[letter]_[letter], are scenes which are stored as the local variable :scene_to_use, each combination of two ships have their own scene. (What I posted was a code snippet not the entire script.) But you could also easily call the operation jump_to_scene with a global variable or possibly write a script to replace the operation jump_to_scene with a Lua script using WSE Lua. A battle size of 1000 is literally the limit of the engine (see: http://forums.taleworlds.com/index.php/topic,8058.0.html) It is hard coded into the engine. 

 

To my understanding 1000 man battles have fairly poor performance. 

Posted
On 10/10/2018 at 8:27 PM, LilyModzStuff said:

Yes it could check that and appear as "Draft peasants"  instead I would just need to add a condition to the conditions block and then make another similar script without the honor loss and without a loss in relationship, and I can try to find out how to effect prosperity. 

Yeah, have been playing with the latest updates you uploaded (Thanks! So far no issues. Haven't been using any QB armor in my negative honor run through yet, though), and not only is it much more forgiving if you actually burnt and looted their village, or even sold them all into slavery, instead of conscripting... but then you can use that money from loot or slaves to buy mercenaries that are superior to draftees.

 

Here's a code snippet that might be helpful:

 

 

 #Initialize prosperity based on final prices
    (try_for_range, ":center_no", centers_begin, centers_end),
      (neg|is_between, ":center_no", castles_begin, castles_end),
      (store_random_in_range, ":random_prosperity_adder", -10, 10),
      (call_script, "script_get_center_ideal_prosperity", ":center_no"),
      (assign, ":prosperity", reg0),
      (val_add, ":prosperity", ":random_prosperity_adder"),
      (val_clamp, ":prosperity", 0, 100),
      (party_set_slot, ":center_no", slot_town_prosperity, ":prosperity"),                
   (try_end),

 

It was from this thread.

 

Taking a 1-point hit to party morale when drafting seems reasonable, as well. Outside of your own fief, party morale hits should probably be higher, maybe -5, and outside of your own kingdom the option should probably either not present, or have a combination of higher morale hit as well as high chance of peasant revolt afterwards.

 

If you want to get real fancy, you could make it so that you can "retire" soldiers back into villages, which raises village prosperity back up, to a certain level.

Posted
On 10/13/2018 at 10:43 AM, LilyModzStuff said:


       (try_for_range, ":entry_no", 0, 5),
         (mission_tpl_entry_set_override_flags, "mt_ship_battle", ":entry_no", af_override_horse),
         (mission_tpl_entry_set_override_flags, "mt_ship_battle_reversed", ":entry_no", af_override_horse),
       (try_end),
      (else_try),
        (eq, ":terrain_type", rt_bridge),
        (assign, ":scene_to_use", "scn_random_scene_plain"),
      (try_end),
      (jump_to_scene,":scene_to_use"),

That is what I expected and a bit afraid of.   The terrain variables can work, but I would have to hard code them coming from CK2 (each of the counties/regions) and find villages and towns that I feel work with CK2 battles for London, Rome, etc.  Considering the number of counties, that would a month long task right there.   However, it is a start so thank you .  

 

Now I just need to come up to speed on using WSE Lua.   Thank you for this advice!  Also thanks for teh great mod!

 

On 10/13/2018 at 10:43 AM, LilyModzStuff said:

 scn_sea_bording_[letter]_[letter], are scenes which are stored as the local variable :scene_to_use, each combination of two ships have their own scene. (What I posted was a code snippet not the entire script.) But you could also easily call the operation jump_to_scene with a global variable or possibly write a script to replace the operation jump_to_scene with a Lua script using WSE Lua. A battle size of 1000 is literally the limit of the engine (see: http://forums.taleworlds.com/index.php/topic,8058.0.html) It is hard coded into the engine. 

 

To my understanding 1000 man battles have fairly poor performance. 

 

Posted
3 hours ago, steelpanther24 said:

That is what I expected and a bit afraid of.   The terrain variables can work, but I would have to hard code them coming from CK2 (each of the counties/regions) and find villages and towns that I feel work with CK2 battles for London, Rome, etc.  Considering the number of counties, that would a month long task right there.   However, it is a start so thank you .  

 

Now I just need to come up to speed on using WSE Lua.   Thank you for this advice!  Also thanks for teh great mod!

 

 

https://forums.taleworlds.com/index.php?topic=363754.0

Posted
On 10/13/2018 at 10:43 AM, LilyModzStuff said:

To my understanding 1000 man battles have fairly poor performance. 

I was getting lag at 750 in sieges, sometimes quite severe, which was unusual for my rig. Eventually I started cutting out mod features half at a time. It seems that either the decapitations or the realistic wounding system cause higher lag than you would expect. I reran the same siege again with those 2 items off and it was nice and smooth again. I have not done any further testing since then.

 

Additionally, I'm pretty sure that casualties at sea worked once again with those things off, but I would want to verify that as well... Edit: Yeah, definitely fixed sea combat not causing casualties. Have not narrowed it down between those two features, but I would bet 5:1 it's the realistic wounding, since that probably runs interference with the bit that causes death, vs. wounding.

Posted

This seems like it could be a neat tool to consider for the mod, factionizes shop inventories, so you'll find lots of axes in Nord shops but no curved swords. Not sure to what extent this might exist, it's an older thing. Sometimes inventories seem pretty random, other times there is plenty of faction gear, dunno...

 

The comment area for it includes some alternate code to paste in order to make the player faction use the inventory of the original owner of each town - otherwise it may only be generic equipment (unless it's smart enough to see the faction type you can set for your faction via Diplomacy.)  However, when AI Swadians take over towns, inventories there will change to Swadian gear.

 

Could actually make it both easier to find most gear that you are specifically looking for, as well as also make more sense in general.

Posted
2 hours ago, SexDwarf2250 said:

This seems like it could be a neat tool to consider for the mod, factionizes shop inventories, so you'll find lots of axes in Nord shops but no curved swords. Not sure to what extent this might exist, it's an older thing. Sometimes inventories seem pretty random, other times there is plenty of faction gear, dunno...

 

The comment area for it includes some alternate code to paste in order to make the player faction use the inventory of the original owner of each town - otherwise it may only be generic equipment (unless it's smart enough to see the faction type you can set for your faction via Diplomacy.)  However, when AI Swadians take over towns, inventories there will change to Swadian gear.

 

Could actually make it both easier to find most gear that you are specifically looking for, as well as also make more sense in general.

I read the description, that seems like a very interesting pre-mod_merger system lol. I will check it out. Tbh I am still hunting down the one bug with the Queens Blade and black females turning white in LOD distance. ? it is literally only noticeable in one instance but it is annoying me because I have no way of knowing what is causing it. I know it's a problem with the Queens Blade items but I don't know what the problem is. I think it is a problem with that tattoo system but I don't know why the tattoo system would change when in LOD distance. ._.   

Posted

Do you plan to add the sexual stats or traits which is effect a gameplay? something like character developing which is do not feel like the sex scene only additional option.

The pregnant for Female main character is also cool, but I know it not pop out of no where so it alright if you take your time to considerate about it.

Posted
On 10/16/2018 at 1:02 AM, LilyModzStuff said:

I will check it out. Tbh I am still hunting down the one bug with the Queens Blade and black females turning white in LOD distance. ? it is literally only noticeable in one instance but it is annoying me because I have no way of knowing what is causing it. I know it's a problem with the Queens Blade items but I don't know what the problem is. I think it is a problem with that tattoo system but I don't know why the tattoo system would change when in LOD distance. ._.   

Take your time crushing those bugs, you are doing god's work, lol. ? By the way, speaking of tattoos, what if I wanted my character's heraldry tattooed on my companion's ass cheek? Is it an overlay that could potentially grab those or just an alternate skin you have to add? I see there are skin files for it.

 

Edit: Trying to recall ...I think LOD steps may exist as layers in the files of images? In other words, it's possible that if tattoos require entirely separate additional skins, these skin files don't have the LOD layers created properly within them? Something to check up on perhaps. I've found both a separate LOD file in the folder, as well as LOD layers in the modded skin files. Not sure how Warband utilizes those, esp. since there are both.

 

Edit 2: Briefly looking at this mod, there is a costumes_lod file. This author has edited his to be nude as well.

 

Edit 3: This is the (jpg version of) the costumes_LOD file that is in Dickplomacy. It does not seem to have either a fully nude option or a dark skinned option, which is interesting. Is it supposed to apply a tint? (I wonder what happens if you clear that area... probably poor performance?) Is it possible the one instance where dark females turn light is actually the one instance where LOD is working "as intended?"

 

 

uXf.jpg

Posted

Ok, I honestly have no idea how to mod this game. I'd probably have to spend some time learning, however, I don't really have a possibility to do so. That said, for now, I'll stick to what you're making.

Posted

When I look at female_b.dds I notice that it appears to have proper layers for LOD built into the file. However, if I look at hds_female_body_1.dds, I do not see LOD layers.

 

Now I'm curious how this works with the costumes_lod file, but at brief glance, I feel like there it might point to a problem if one of those body textures has LODs inside and the other does not.

 

Is it possible for some reason that one clothing item is causing hds_female_body_1.dds to be called, which does not have LOD layers within the file, instead of female_b.dds, which does? (Or vice versa?)

Posted
36 minutes ago, SexDwarf2250 said:

When I look at female_b.dds I notice that it appears to have proper layers for LOD built into the file. However, if I look at hds_female_body_1.dds, I do not see LOD layers.

  

 Now I'm curious how this works with the costumes_lod file, but at brief glance, I feel like there it might point to a problem if one of those body textures has LODs inside and the other does not.

  

 Is it possible for some reason that one clothing item is causing hds_female_body_1.dds to be called, which does not have LOD layers within the file, instead of female_b.dds, which does? (Or vice versa?)

 If there are no LOD files the game will just use the default textures as the LOD textures, the reason that LOD is used is only for performance. You can use as many non-lodded textures as you want but it would make performance a nightmare for large battles.

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